shader_type canvas_item;

// uniform vec2 uv_scale;
uniform vec2 blur_vector = vec2(0.0, 0.0);
uniform float bias = 0.0;

void fragment() {
	// vec2 uv = SCREEN_UV * uv_scale;
	vec2 uv = SCREEN_UV;
	vec3 col = textureLod(TEXTURE, uv, bias).xyz * 0.202;
	col += textureLod(TEXTURE, uv + blur_vector, bias).xyz * 0.178;
	col += textureLod(TEXTURE, uv - blur_vector, bias).xyz * 0.178;
	col += textureLod(TEXTURE, uv + blur_vector * 2.0, bias).xyz * 0.125;
	col += textureLod(TEXTURE, uv - blur_vector * 2.0, bias).xyz * 0.125;
	col += textureLod(TEXTURE, uv + blur_vector * 3.0, bias).xyz * 0.068;
	col += textureLod(TEXTURE, uv - blur_vector * 3.0, bias).xyz * 0.068;
	col += textureLod(TEXTURE, uv + blur_vector * 4.0, bias).xyz * 0.028;
	col += textureLod(TEXTURE, uv - blur_vector * 4.0, bias).xyz * 0.028;
	COLOR.xyz = col;
}
